The basis of streaming transmission There are currently two programs for downloading and streaming multimedia information such as audio / video on the network. A / V files are generally large, so the required storage capacity is also large; at the same time, due to network bandwidth limitations, downloading often takes several minutes or even hours, so this processing method is also delayed. When streaming, the time-based media such as sound, image or animation is continuously and real-time transmitted from the audio and video server to the user's computer. The user does not have to wait for the entire file to be downloaded, but only after a few seconds or tens of seconds of startup delay Available for viewing. When sound-based time-based media is played on the client, the rest of the file will continue to download from the server in the background. Streaming not only shortens the startup delay by a factor of ten or a hundred, but also does not require much cache capacity. Streaming avoids the disadvantage that users must wait for the entire file to be downloaded from the Internet before viewing.
Streaming media refers to continuous time-based media that uses streaming technology in the Internet / Intranet, such as audio, video, or multimedia files. Streaming media does not download the entire file before playing, only the beginning part is stored in the memory, the data stream of streaming media is transmitted at any time and played at any time, but there is some delay at the beginning. The key technology for streaming media is streaming.
Streaming is widely defined, and now mainly refers to the general term for the technology of transmitting media (such as video and audio) through the network. Its specific meaning is to transmit video programs to PC through the Internet. There are two methods to achieve streaming: RealTIme streaming and progressive streaming. Generally speaking, if the video is a real-time broadcast, or a streaming media server is used, or a real-time protocol such as RTSP is applied, it is real-time streaming. If an HTTP server is used, the files are sent via sequential streaming. Which transmission method to use depends on your needs. Of course, streaming files also support full download to the hard disk before playing.
Sequential streaming
Sequential streaming is sequential downloading. While downloading files, users can watch the remedial media. At a given moment, users can only watch the part that has been downloaded, and cannot jump to the first part that has not been downloaded. Unlike real-time streaming, it adjusts to the speed of the user ’s connection during transmission. Since a standard HTTP server can send this form of file and does not require other special protocols, it is often referred to as HTTP streaming. Sequential streaming is more suitable for high-quality short clips, such as the opening, ending and commercials. Since the part of the file viewed before playback is losslessly downloaded, this method guarantees the final quality of the movie playback. This means that users must experience a delay before watching, especially for slower connections.
For streaming short clips through a modem, sequential streaming appears to be practical. It allows video clips to be created at a higher data rate than modems. Despite the delay, after all, it allows you to post higher-quality video clips.
Sequential streaming files are placed on a standard HTTP or FTP server, which is easy to manage and basically has nothing to do with firewalls. Sequential streaming is not suitable for long clips and videos with random access requirements, such as lectures, speeches and presentations. It also does not support live broadcasting. Strictly speaking, it is an on-demand technology.
Real-time streaming
Real-time streaming refers to ensuring that the bandwidth of the media signal matches the network connection so that the media can be viewed in real time. Real-time streaming is different from HTTP streaming, which requires a dedicated streaming server and transmission protocol.
Real-time streaming is always transmitted in real time, which is especially suitable for live events. It also supports random access. Users can fast forward or rewind to view the front or back content. Theoretically, the real-time stream does not need to stop as soon as it is played, but in practice, periodic pauses may occur.
Real-time streaming must match the connection bandwidth, which means that the image quality is poor when connected at modem speed. Moreover, because the information lost due to errors is ignored, the video quality is poor when the network is crowded or there is a problem. To ensure video quality, sequential streaming may be better. Real-time streaming requires specific servers, such as QuickTIme Streaming Server, RealServer, and Windows Media Server. These servers allow you to have more control over media delivery, so system setup and management are more complicated than standard HTTP servers. Real-time streaming also requires special network protocols, such as RTSP (RealTIme Streaming Protocol) or MMS (Microsoft Media Server). These protocols sometimes have problems when there is a firewall, which prevents users from seeing real-time content in some locations.
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